If we use this definition, the early days of the Internet was the country in which the TFC community was situated. Jackson talks about country as the superset of any given vernacular landscape. With the release of VoIP programs in the early 2000s (Roger Wilco, 1999 Teamspeak, 2001 Ventrilo 2002), individuals were able to have high-quality, real-time voice conversations. To keep in touch and organize outside the game environment, players depended on Internet Relay Chat (IRC), a prolific but extremely simplistic chat protocol, as well as message boards. TFC allowed for players to chat textually to the entire server or just to their team, and the game soon added support for voice communication via microphone. The communication medium of the community was governed by the game. Games were scheduled by independently-organized leagues (OGL, STA, OzFortress, Wireplay, UGL, FPSJP, etc.), who would encourage games of 7 on 7, 8 on 8, and 5 on 5. While public servers of up to 32 individual players were possible, people started to form teams (clans) for competition in organized play very quickly in its introduction to the gaming scene. The game ne cessarily needs a group of people to function. Promotional image for Team Fortress Classic (© Valve Corporation)